As a RO, you don't have a good pretext to prepare a crate filled with 200 points of building materials, ammo, medical supplies or such. Because you do not know that the operation will be huge mess and probably FUBAR.

What you can do though, is equip some of the marines, or most of your marines with more good shits, because you're a generous lad.

Note that HPR is awesome for defense purpose. It really shines for autonomous trooper that needs to get a flank secured.
Huge autonomy if coupled with a big ammo box, large autonomy without big ammo box and can be coupled with a secondary weapon easily (Revolver/M39/M37 shotgun).

APR with AP costs between 52 to 56 points net value. (Not including big pouch or webbing, which sometimes you have to add, basically, count around 10 pnv for both, raising the APR cost around 65 pnv).

APR is good for offense purpose, it assumes a logistic aspect to deal for the user, at every second. Huge downside is the room taken either on the belt or on the exosuit slot. It implies that the user must have a large mag pouch, or a webbing to carry its mag. Or, the user must not use a secondary weapon for it.

The APR user can reload mags on the field for its teammate, making himself either a good supportive role for its squad/fireteam, either a very strong marine, which will have to struggle juggling between his weapons on the battlefield (reducing his QoL and responsiveness on certain situations).

APR needs time to be set, especially as you, RO, have to juggle between attachments, ammo, big ammo boxes, and the weapon itself.

The UML is not at all efficient because it requires a shitload of time to set, and you have to find the best of the best of the best of the candidates. But damn, it's so much fun to see marines becoming basically Spec Ops with the badass swat mask.
The UML is so costy, that you can be lucky if you manage to set 3 operators during an entire round, without slowing your logistics.

But damn, it's fun ! Tacticoolness over 9000 !

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Full Attach

Basically, using 200 points or more in buying more webbings, more QF, BFA, BC, AP mags and Big (AP) ammo boxes.

Great in quantity, but poor on quality as you do not select the users. You can waste many points on boots that are not worthy of the Cargonian's gifts.

Of course, you have to set the HPR, APR, UML, Free attach with the intent of not slowing the logistics smoothness.

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You will say : what's the fucking point all that ? They'll die anyway !

The fact is, it's fun to see the pleasure of those lads having more good stuff and them enjoying themselves before getting stomped. Those lads weren't lucky because of Spec/SG/SL RNJesus denial. They are PFCs, and you are able to give them that little luck that missed them when they wake up.

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Have a good day Cargonia, and when in doubt ? Stamp those papers. Stamp everything. Stamp your CTs.

When I play RO I am stingy when it comes to ordering more attachments then the round start. I'd rather keep building materials stocked, as a good fortress makes or breaks rounds, normal pulse ammo, and occasionally spec ammo...Though it's rare I get asked for rockets...which is a shame because they're cheap, it's mostly scout ammo and only at round start.

I get asked for Sentries alot which I always deny...I can never justify it in my head. Other then that I buy alot of grenades when I can, as a offensive stocked with grenades is better then any one kitted rifle.

I see these APR kits alot on the forums and I just shake my head as very rarely do these rifles stay in the marines hand you give it to. If I gave a rifle to a known robust player, and say...they get screeched then that's points wasted...or they get pounced and get shot 15 times by over zealous marines, or capture at worst it's points wasted. A box of grenades to me goes much MUCH further, or AP/Incin ammo.

As I said, I can make those projects, without hurting the logictics smoothness. FOB doesn't need more than 200 metal + 30 plasteel at the beginning. You can send more metal after on a second wave at +20 to +30 minutes after the first shipment.

Robust players can make more kills and such, and yeah, they'll probably die. But the probability that they'll waste their resources is lower.

But, still, as I said, the most important thing is to give a smile to those players. You can feel their over confidence when they leave Req's doors with their awesome shits, ready to pew pew in every direction.

PS : If a rifle doesn't stay in the hands of the marine I gave it to, at least, it stays in a marine's hands and not melted.

I can say you that those loadouts are not needed, a good player can make kills. But having a robust loadout, give them enough confidence to give the best of themselves, and they can do even better.

I know Kesserline is a good marine, he's robust and always gets 5 kills minimum. I know I can probably double that if I as the RO kit him right the fuck out with ammo and attachments for his rifle. But, he somehow got rolled as a PFC. Do I give him the APR? Or maybe the UML because I know he'll get work done with it. Or do I treat him the same as all the other PFCs in my line? What if booty mccrew cut comes in on his first ever CM round? Do I tell him no because I don't know his skill? From an RP standpoint treating two PFCs different rubs me wrong, and you wouldn't see it in a military unit.

I might be willing to give the APR to all the SLs...and that's 200ish points. I could never justify to myself making a UML because it's the same reason I don't buy sentries.

Of course our styles of RO are very different, and that's not a bad thing. My only real complaint on it is it favors a short of meta-knowledge about knowing a certain marine is very robust, as opposed to a middle line player and that just rubs me wrong.

More and more ROs are picking up on this HPR thing and fucking it up wholesale. Medics not deploying until 13:00 because they're waiting for their HPR (medics even getting an HPR is dumb), blowing the whole budget on the things so specs run out of ammo and engies run out of metal/plasteel, and God knows what else.

Their availability has made shitty ROs even shittier, and good ones not much better because of the problems outlined above. Metal or plasteel crates are rarely wasted, but every HPR given out to a bad or unlucky marine is points pissed away.

More and more ROs are picking up on this HPR thing and fucking it up wholesale. Medics not deploying until 13:00 because they're waiting for their HPR (medics even getting an HPR is dumb), blowing the whole budget on the things so specs run out of ammo and engies run out of metal/plasteel, and God knows what else.

Their availability has made shitty ROs even shittier, and good ones not much better because of the problems outlined above. Metal or plasteel crates are rarely wasted, but every HPR given out to a bad or unlucky marine is points pissed away.

It's rare I buy an HPR. Rare occasions being for the RPG spec IF they ask for it as the higher drum size makes it easier to juggle the weapons on the front. Other then that at 60 points it's more or less a waste.

As for me, I do not need anything. I role with a QF, EB and 2 AP mags. If QF EB are not available ? RDS, FG. If they are not necessary ? I'll just vanilla and loot directly groundside if I got an opportunity and do my job while waiting for one.

HPR are meh. Their ammo conservation is good with the 300 bullets mags, but they should make higher damage to give them a clear advantage over M41 puse rifles.

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As RP stand of point, you can chose between 2 standard marines. For several reasons :

- The same reason that they have right to chose their shits to ask from Req (in the limitations of stocks and 2 attachments per PFC or whatever)
- The same reason that allows you to recognize another marine between rounds by pretending that you are making bond from other previous ops
- The same reason that you can order HPR. If you can order a specific weapon, you can issue it to a specific unit. According to your own criterias.

Based on those 3 reasons, you have that margin of freedom to do things. You, as RO, are not limited to only order crates and send them. You can influence things from the Holy Cargonia by giving the good shits, at the good time, at the good place, at the good people.

Just like a good PFC making a good use of his gear, a RO can make a good use of his resources.

And, as I said before, FOB do not need more than 200 metal + 30 plasteel at early round. If they need more ? It's because they are wasting by covering wrong access, making layers of defenses unusable and unmannable. Good engies make metal and plasteel worth their weight in gold.

I just used you as an example as far as who gets what, I don't actually mean you but no other marines came to mine.

My argument against APRs is that too often I see this gear getting lost and to me it's a waste, but I'll cede the point that in the right hands, the perfect tool can be devestating to the enemy, and those rare times I see these weapons carry the day it's a damn good sight. I honestly feel both our methods of running cargo are viable...I focus more on spec ammo and explosives like mines...which I feel are underrated and under used...and you focus more on the weapon attachments.

I think we can both agree in the fact that 'good' Cargonia trumps a 'good' command team. As long as the points are flowing and not being wasted there are few wrong ways to run cargo.

Give that loadout to one of the robustos and just watch them robust the hive. Not only do you get more ammo and perhaps firepower due to increased damage and AP penetration, but you also have a smart operator behind these gears.

Everytime I've assigned it to good players, their kills range from 5-10 kills per round. And I've yet to see one of them die.

LT Alan Jones - Your best friend.
"And when he goes to heaven,
To Saint Peter he will tell,
Another Marine reporting, sir,
I've served my time in the Almayer!"

I might try it out as it seems like I overspend points on 250-500 metal as RO regularly. But with that said I doubt the overall function of investing so many points into a single element that can fail. I would prefer to keep the specs and smarties in tip top shape for ammo, some good defenses for the fob (except the turrets ofc) and AP mags and ammo boxes for everyone. The only time Id buy the HPR is if the squad spec is ded and they want some extra firepower to compensate.